The model has been re-rigged and exported as a two-part model (submesh0 for everything opaque and submesh1 for the furry parts). It looks phenomenal. But it had three morph targets in Max. Of those, I only used one (which is properly listed in OgreMax both for the fur and for the body--same names all around (fur has an "Idle" for Skin, body has an Idle for Skin, etc.)) in my idle animation. I'm fairly certain that as I execute the following code, only AnimatedGroup.get(0)'s morph is being used.

model.animateSkin(frame, currentAnimation);model.applyAnimation();if (poseClipSequence != null) model.animatePose(frame, currentPoseAnimation);//IT'S NOT NULL, AND THE MODEL IS BLINKING, BUT I DON'T THINK THAT THE FUR'S animatePose() IS BEING CALLEDmodel.applySkeletonPose();model.applyAnimation();

not sure but possible. i correct my self. pose animation does not clear skin animation but its direction is effected by it. for example if there is a pose anim making nose taller and you rotate the head 90 degrees by skin animation, nose will distorted to side instead of to front.

model.animateSkin(animationPosition, currentAnimation);//model.applyAnimation();//ACTUALLY THIS ONE IS NOT NEEDEDif (poseClipSequence != null) model.animatePose(animationPosition, currentPoseAnimation);model.applySkeletonPose();model.applyAnimation();